Guidebook to
Written by
Kathi B. Tremblay
ALTERNATE REALITY IS A REGISTERED TRADEMARK
OF PARADISE PROGRAMING, INC.
(c) 1985, 1986 INTELLICREATIONS, INC.
ALL RIGHTS RESERVED
PRINTED IN USA
Welcome to The City of Xebec's Demise. Read this Guidebook before entering. It gives
you important information for survival. The separate Reference Card gives specifiv
instructions for using your computer to enter Alternate Reality.
A map of The City is included in your package. The Floating Gate, in the centre of the
map, is surrounded by Granite Bank, Best Bargain Store, Best Armorers, and Tail of
the Dog Tavern. Use this base to explore the rest of The City.
There are many establishments in The City. This list will help you in your travels. Inns:
7; Taverns: 14; Banks 3; Shops 15; Smithies: 4; Healers: 2; Guilds: 12 (you can't join
Guilds, but they're useful in other ways).
In addition to the game, you need a blank, formatted disk to use as a Character Disk.
Without a Character Disk, you can't save a game. Refer to you computer user's guide
for instructions on formatting a disk. Be sure to format the Character Disk on the drive
you'll be using in the game.
Note: Never play with a different Disk 2 (Side 2, on the Apple) than the one you use
to create a character. If you create a character using your backup of Disk 2, always
use the backup disk when playing with that character. If you use the original game
Disk 2 when creating the character, always use the original game Disk 2 to play
with that character.
Please fill out and return the enclosed Datasoft Product Registration Card. This automatically
enrolls you in our Alternate Reality Players' Club.
If your disks are accidentally damaged or destroyed, you can get backup copies for $15.
Send the damaged disk, proof of purchase (box or receipt), and a check or money order to:
DATASOFT CUSTOMER SERVICE
Dept. B
19809 Nordhoff Place
Chatsworth, CA 91211-9969
You're kidnapped by an alien spaceship and find yourself in a room with only one exit.
Through this dorrway you see The City of Xebec's Demise. An energy field moves across
the opening. Overhead is a panel with constantly changing numbers. As you go through
the door, the numbers freeze. This sets you levels of Stamina, Charm, Strength, Intelligence,
Wisdom, Skill, Wealth, and Hit Points. The higher these Stats, the better your chances
are in The City. You decide whether you're Good or Evil.
During the first few days, you're extremely vulnerable to foul play. The safest area of
The City is near the Floating Gate. Of course, safety isn't your only consideration; there
are benefits to discover in the more dangerous locales. But keep a low profile until you're
familiar with The City. And avoid Encounters with life forms that are obviously superior
(don't tease a Wizard for example!).
Have enough sense to come in out of the rain! Bad characters like bad weather. It's
also dangerous to be out at night. Find an Inn and check in before sundown. A good
night's sleep does wonders for your Stamina and restores Hit Points.
Keep an eye on your Stats. You can become hungry, thirsty, or tired. Find a Tavern
for food and drink, an Inn for rest. You have a little money; use it wisely. A compass,
availible in most Shops, is a wise investment. It's helpful to remember that the inventories
in Shops and Smithies change daily.
The values at the top of the screen help you decide what action to take. Increasin these
levels is important to achieving your goals. Good Stamina is useful in surviving hardships.
Charming an opponent, naturally, requires Charm (charisma). Strength gives you
an advantage in a fight; Skill helps you avoid blows from an adversary. Intelligence is
crucial for tricking your enemies, Wisdom for making decisions. Hit Points are very
important: the more you have, the harder you are to kill!
You are closely monitored! Don't think the Stats at the top of the screen make up the
whole. Many things, including your personality, are constantly taken into account by
the computer. To achieve your goals, be yourself!
Secret Passages There are many Secret Doors and One-Way Walls in The City. A
Secret Door looks like a wall, but you can walk right through it (accompanied by a
whooshing noise and an odd melody). One-Way Walls are invisible on one side. You
can pass through the invisible side, but not the visible one.
Inns offer lodging for a price. They're also Time and Date information centres.
Taverns sell food and drink and offer entertainment. The menus change hourly. Often,
the songs sung in a Tavern give you important clues.
Alcohol Taverns serve alcoholic beverages. Alcohol is also an ingredient in many Potions.
Drink in moderation. If you're drunk, movement is hampered, manipulating screens is
difficult, and you may even experience blackouts. Find an Inn and sleep it off.
Smithies As you approach a Smithy, you may hear the Smith hammering away on
his anvil. New Weapons purchased at a Smithy are never Cursed. But prices (and quality)
vary greatly; bartering is essential. When buying a Weapon, remember that each
has unique characteristics. For example, a Longsword is a better offensice Weapon than
a regular Sword; but the regular Sword is a better defensive Weapon.
Banks offer investment plans for your money. The higher the interest rates, the greater
the risk. They sometimes offer money for gems and jewelry. Banks have regular hours;
you can't do business in the middle of the night!
Shops offer a variety of wares, usually ornamental. If you become wealthy, you may
want to deck yourself out according to your station.
Healers There are Places of Healing in The City. Like vlinivs everywhere, a fee is charged
for services. There are some effects of Disease or Poison that don't show up right away,
so don't wait! If you're wounded, ill, or poisoned, see a Healer as soon as possible.
Guilds Guilds are very particular about accepting new pledges, so don't expect to be
welcomed as a member on your first visit. However, even a first visit is rewarded with
Character-enhancing knowledge. And, for a fee, any Guild will help you get rid of a Cursed
Weapon.
Treasure takes many forms: Jewelry, Weapons, Armor, Potions, Money, and other
special items. All treasure, except gold, silver, and copper, is potentially Magical or Cursed.
Pick something up to discover its unique properties. Magical items are valuable; Cursed
items can be a source of great dispair.
Gems and Jewelry are obtained after Encounters or found in Treasure. Take them
to a Bank for appraisal and sell them. Appraisals vary from Bank to Bank.
Weapons are necessary for survival. Even if you abhor violence, you need a Weapon
for self-defence. Some creatures in The City will attack you, no matter how nice you are,
and bare hands are rarely useful.
There are three ways to acquire Weapons:
The Dungeon is a world shrouded in mystery. This subterranean realm feeds off your
terror and serves it back to you. Rich treasure and exciting adventure await you beneath
The City. Are you strong enough to take the risk?
When The Dungeon is conquered, you're ready for the challenge of The Arena. For
the first time, you see and control yourself in actual combat. If you survive your first contest,
you have the privilege of mingling with the martial arts scholars who live in The Arena.
The Palace brings you to the pinnacle of life in The City. The Castle and other upperclass
establishments are now open to you. You may buy property in The City and have
a home to return to at night. Your social standing continues to grow, your knowledge
and strength increase, until you are ready to travel into the world beyond The City.
The Wilderness takes you beyond the gates of The City and leads to the mountains
that have tantalized you ever since your arrival. You travel over hot deserts, through think
forests, perhaps even over water, until you reach the rocky goal. You cannot climb the
mountains, but there is a way in.
Revelation beings where The Wilderness ends. The answers to all your questions about
Alternate Reality are now revealed. You make startling discoveries and prepare yourself
for the final step.
Destiny is the last episode in the adventure. Here you must make the ultimate moral
decision: Return to Earth or seek revenge on your kidnappers.
These Alternate Reality episodes will be availible for Atari, Appel II series, Commodore
64/128, IBM PC/PCjr, Amiga, Atari ST, and Machintosh computers.